New here? GitViber is where you vibe code, all in one app:
- Run agents in parallel worktrees
- Watch their diffs land live
- Edit the code yourself
- Test in a split terminal
- 170 MB of memory usage
Free & open source:
https://t.co/u4MT7383P9
Bazı şeyler için JEV'i ve Deepgram'ı kullanmak iyi olabilir gibime geliyor bu proje için.
JEV sayesinde bazı kararları daha dürüst ve daha iyi kararlar verirken, bazen yönlendirmek için bile kullanılabilir.
Deepgram'ı ise birden fazla dili algılamada ve AI'ın bizimle sesli konuşması için güzel olabilir. Mesela "bu açtığın makaleyi bana özet olarak anlat" veya oku diyebiliriz.
Bu arada baya iyi görünür, eline sağlık
The problem with giving subagents a browser: I spawned 5, each opened its own tab, and all 5 sat waiting. Background tabs don't paint, many tabs crawl, so nothing could actually be tested, it took forever, and CPU and RAM went through the roof.
So I built tabs that keep drawing while hidden, each with its own login. Idle ones sleep.
Nobody waits now: https://t.co/24GFInbrs1
@Avenoxai İyi bir şey olmayacağını başta belirtmiştim. Bir model nasıl sondan gelip bir anda 1. olacak ki? Üstelik herkese açılacak o model...
Belki başka bir gün ama Fable 5.5 çok güçlü olacak 🫡
We have several algorithms for this. For example, if someone disconnects early in a match, nobody wins anything. But if the match has progressed a bit, meaning a few rounds have passed, that player counts as the loser and their opponent wins.
If a player leaves the game or has internet problems, the game pauses for 30 seconds and a countdown starts. If they come back within those 30 seconds, the timer stops and the game continues. If their connection drops again, they don���t get a fresh 30 seconds. The time they already spent AFK is deducted from it.
It looks very complicated, but it's actually pretty easy. First, we submit the new update to Google Play and the App Store (the new version doesn't go to anyone until it's approved, it just goes through review). Since our game is online, we then turn on maintenance mode. New players can't join new matches, and once the ongoing matches finish, the server is redeployed with the new protocol version. When the server is back up, we hit the "publish" button for the pending updates on both stores, maintenance mode ends, and a dialog pops up on everyone's screen telling them to update.
The hardest parts of building a game with vibe coding:
1. Cheats, bugs and privacy issues. For example, in a 1v1 game, a player can reverse engineer the network traffic and see things the game hides from them, like the opponent's gold.
2. Speed, sync, optimization, ping and lag. We're building a mobile game, so it can't make the phone overheat. You have to manage rendering very well to keep optimization and quality at the highest level. Ping and lag problems also have to be solved in the netcode layer, and you need to buy region-based servers and configure them properly.
3. UI, sounds and effects. Finding assets that fit our license, or spending a long time redesigning them, is really hard.
4. Google Play and App Store rules, laws and compliance. If you're uploading a game to the stores for the first time, you start wondering how to ship updates for an online game, how to roll out updates in sync, how to show maintenance/update screens, and whether you forgot something in your game. These stores are really strict, and they even seem to check the contracts in detail.
This is an important post for everyone on X and other social media saying "I made a game in a day" or "look guys, I built a game with Claude in an hour and it's legendary." Most of them don't show the detailed side of things. It's mostly just animations and gameplay videos, not the real work of building a game.
Even the simplest game, whether you make it to earn money or just to share for fun, takes you a few weeks at the very minimum!
Great animation :)
But it’s funny that auto compact kicks in after almost all the work is done, or after we hand a task to a 960k context and burn through all our tokens :)
* Luckily they fixed this in the terminal. When I’m away from my PC for a while, it now auto compacts even at 150k context.
@theo I think they’re still behind, and Anthropic’s models are still powerful, fast and cheap compared to the competition.
*By cheap I mean value for the price (quality per dollar). Of course there are cheaper models out there.
@pain_apps Vibe coding olmadığı dönem için söyleseydin doğru derdim ama şu an MVP'de bir proje tutmazsa onu sürdürmek mantıksız.
(Bu proje için demiyorun, verilerin bilmiyorum zaten. genel*)